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Record Setting City Builds

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Category: City Building
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Following is the method of building cities in a new domain which was practiced by one of the most consistent might tourney winning Alliances as they open on day 1 of a new domain.

When we start a new domain this is exactly how we need to build step by step this WILL grow your might to at least 250k in a week.

First thing first setup your new city in the domain and then set your auto gifter to your new domain (a link will be placed here shortly to the post in the forums here detailing exactly how to edit your script to claim gifts for the new domain) Go back into the game with the gifts claimed.

SKIP THE TUTORIAL, and immediately build an embassy to lv1. While this builds apply your gifts to your city.

Join an alliance ASAP so that other builds will get max helps!

DO NOT BUILD ANY TROOPS YET! Set your taxes to 20%, claim that quest, and then set them to 0%.

Leave them at that 0% the rest of the game and remember to set your auto for gold claiming.

The next builds need to be your fields you start with 13.

Build 4 sawmills, 3 of each of the others all to level 1.

Get one farm to lv 5, a sawmill to lv 4, a mine to lv 3, and a quarry to lv 2.

This will open all your buildings inside your city tab but the watch tower and relief station.

Now get back in your city.
Here build your wall to lv 1 and castle to lv 3.
Then build you 6 cottages to lv 4 each.
Now get your lab and barracks to lv 4 each.
Once your lab hits lv 1 immedately start researching logging all the way to lv 4.

Now you have 6 more fields those all need to be lv 1 mines right now.

Next research fletching to lv 1.

REMEMBER RESEARCH AND BUILD AT SAME TIME!

Your next builds are your rally point and knight's hall.

Once the hall is built assign as many knight's as your gold allows and fill all 4 roles with a knight.

Now let's build troops to get to barbing lv 1's for that resource boost, and take wood and food out of our needs from other allies.

Use the resources tab in your auto for this AND ALSO visit other alliance members courts for gifts.

(Research can now be done as you want, but all help you out. I personally go with lv2 fletching then the resource boosters till i get my 2nd city going).

Build the ARCHERS first as they cost they most and will take the most time.

Get 100 of them and find a lv 1 plain as close as possible to your 1st city. We used to advise at least 50 clicks away but since we now havew raids, I recommend that you position your cities so that they can reinforce each other with catapults within 30 seconds.

Keep building archers till you hit 350 total, then switch to supply troops and get 650 of them.

Build your 2nd city on the newly won plain, and recall the archers to bring them home.

NOW START BARBING!!!

Use power tools to find your nearest B1 (Level 1 Barbarian Camp), and program your raids accordingly.

Now your 2nd city needs to be built EXACTLY as the first has been.
(So build it the same way but research fletching here and others in 1st city.

You'll have it up to speed and the same as 1st city but slightly behind)

Once your 1st city is safely hitting that 1 lv1 barb you can start to build your other 13 barracks to speed up your troop output.

Then build your watch tower, storehouse, tower, workshop, blacksmith, and stable. Disregard both markets and Taverns.

Wait for now on the one empty remaining space as it's for a relief station.

Then you start again with troops; ONLY supply troops and archers though, the only building you need to level after the city is full except for the relief station is the rally point to lv 9.

The goal is to have 5850 Supply Troops and 3150 archers per city then for builds in each city 6 lv 4 cottages, 1 lv 4 barracks, 13 lv 1 barracks, lv 4 lab, lv 3 castle, lv 9 rall point and all other builds to lv 1 but the empty space for your relief station.

Once you have this in both cities it's time to start upping your production numbers.This means make all those fields lv 6's boost your lab to lv 6 and research all your resource boosters to lv 6 (2nd city should only be researching fletching to lv 6).

Then boost your knight's hall to lv 6. Lastly fill that one empty square with a relief station.

As for troops during this time build only supply troops as hitting lv5 wilds for those 3rd city crests only requires 2500 archers but has to have lv 6 fletching.

While Supply troops take longer (50 sec per vs 25) than militia their load capacity (200 vs 20) and ore cost (10 vs 50) means you can build way more of them, meaning more might for you, and a way to run like hell if you get attacked early.

There WILL be another post as to why Supply troops are preferred over militia.

Alot to digest yet? I apologize for it but guys, this will earn you 350k might before your mist lifts if you follow it to the letter, get the 3150 archers 1st then go for the might boosting supply troops, and keep building them with your spare resources.

So now let's get that 3rd city! It takes 48 hours total GAME time at max research speed (no helps or reductions) to aquire lv 6 fletching and this is the BASE time for building troops:

Unit Time to Train One Unit (secs)

Supply Troop 50

Militiaman 25

Scout 100

Pikeman 150

Swordsman 225

Archer 350

Cavalry 500

Heavy Cavalry 1500

Supply Wagon 1000

Ballista 3000

Battering Ram 4500

Catapult 6000

Now with no bonuses of time reduction your looking at 306 hours 15 minutes to get JUST 3150 archers but by using this link http://greenman.webhop.org/html/traintime.html you can figure troop training times.

To build 1 archer with the 14 barracks a total of 18, level a 55 lv marshal, 0 geo, 0 stable and a lv 1 work shop that time becomes 19.2 seconds vs 350 and 1 supply troop would only be 2.7 seconds vs 50!

It takes 3 days roughly to build all this the 3150 archers/5850 supply troops the lv 9 rally point and all fields to lv6.

In the city you should have all buildings that you have only one of to lv6 BUT the relief station.
1 barracks at lv6 & the 13 others lv1.
Your Wall/Castle/Cottage can be left at levels 1,3, & 4 respectively.

Your focus is to get the troops to max your barbs in both cities. Both cities raiding 9 lv one camps at a time.

Once you do that part, take the time to build up your might before crest hunting for that 3rd city. I go for 75k Supply troops in each city and 12,500 archers in each city. Those troops alone give you 250k might. Combine that with the builds listed above, and your might should be 350k and it CAN BE DONE in a week.

All you have to do is keep the raids going, and your auto builder, and troop trainer in power tools. Since you have 2 cities and are only training 2 types of troops you can also build only archers in one and supply troops in the other and switch that daily as to which city build what, and reassign troops as needed for balance.

You WILL be able to make this goal.

Now once your mist lifts it's time to get ready to defend your shit. It's time to set your cities to crest hunt for you.

Let the boys do the work as you switch your troop building to supply wagons and cavalry.

What we're looking for now is to get 9k cavalry in one city and 27,000 archers 270 Supply Wagons in the other.
So you only need 2k more archers before switching to Wagons.

The goal here is to have city one hitting 9 lv 3 barbs and city 2 hitting lv 1's.

Once you get the crests and place your 3rd city use supply troops to ship goods to your 3rd city as you build it up and fill it exactly as you have with the first 2 cities. But for the troops I pull a trick. As I build up the 3rd city I keep building archers in my 1st city while I build supply troops in my 3rd.
Then Simply reassign the archers to the 3rd city and poof! your're barbing there even faster!

Your overall goal for this 2nd week is to get builds in 1st 2 cities to level 7 and unlock heavy cavalry with the research. Also have your wilds full of lv5 mountains. But you want to amass 300k supply troops, 50k archers, 17500 Cavalry, 3000 Wagons total before trying to hunt for the 4th city.

 

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The Secret

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Category: Uncategorised
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INTRO

It is entirely possible to grow, unhindered, at almost any level in the game, even if you are under constant farming by players of any size. You may find this hard to believe, but many of us have proven this over and over again on any number of domains. I have used this single fact (along with another proven tactic), to make top ten alliances retreat from attacking me time after time. I will share how i achieve this in another post, but for now just know this; nobody can farm or attack you out of the game! Not anyone - not ever!!

So they took your resources... SO?

You still have something to build with if you had your storehouse up to strength.

Just concentrate on keeping  all your training queues full, all your population building troops, all your wall and field queues full.

You can grow this way all the way up to 100 mil might and as long as you are doing one thing right you will always have resources to spare. And that one right thing is "THE SECRET".

Never forget!

Success is never about having a bunch of resources!!!!!!!!!!!!!!! 

Success in this game is always all about continuously building might and using it in such a way that always costs the enemy more than it costs you.  If you can practice that and nothing else, you will have this game beat and have a lotta fun along the way. - ask any of your leaders.

#2           Emotions

The worst weapon that can be used against you is your own emotions. When you play emotionally instead of logically, the outcomes can only be bad.

You will make mistakes; defending when you are certain to lose; attacking foolishly, losing might for both yourself as well as the alliance. Remember that you are in a team, and believe me when I say that what works best for you, works best for the alliance, and vice versa. If you do not consider this to be important, your leaders will not be sad to see you leave and may even, in fact, assist you to pack.

The one thing you should prize above glory points or gaining might, is making your enemy play emotionally instead of logically. Remember this, and play using "THE SECRET" - and you will never want to leave the game like many other who didn't know this have.

#3           DEFENDING AND ATTACKING

There is just two very simple rules that govern defending.

(a)    Never but never - defend using the same troops you use to raid with - Never! Never! Never! Never! These are your bread and butter and you will only ever make that mistake once.

(b)    Only defend when you positively, absolutely, know without any doubt whatsoever, that you will win!

You need no other rules about defending. If you lose troops defending, then either you deserve your losses or you were smokescreened, sandstormed, call it what you want, but it is when your enemy sends sufficient multiple back to back attacks so as to clog up alliance chat as well as your incoming attack reports, effectively blinding you.

I personally, don't have a real good natural sense about attacking so all I will say is this; until you have a proven track record, do as I do:; get behind a proven attack general - one of your leaders, and follow them! Even if you lose all your troops you will have a magic buzz, in those few minutes waiting to read the reports, and you will always have someone else to blame. Lol  seriously though, you will become a valued member of your alliance, and learn a whole bunch real fast, get plenty of laughs, and have more fun than a body should in a standing position.

#4           REINFORCING

There is a lot of whining about reinforcing a player who doesn't defend. This is BS. Players who don't defend can still be sweet honeypots. Some of the best bait traps are inactive players who the alliance retain for just the purpose of catching dumb-ox might.

If you are fearful of losing troops - dont reinforce - this is not rocket science - leave it to others more practised, and watch how they do it by reading alliance reports. By the same token, if you never reinforce - you are telling the rest of the alliance something about yourself.

Lastly, always send with your troops whatever food they can carry. This is not just common sense, but is also good manners. I was recently in a top alliance where the members so totally screwed up on this that three things followed; (1) the target got emptied of resources because she  was not practicing "THE SECRET";  (2) the reinforcing players whined because they hadn't sent any food with their troops and their RI's all bounced as a result, and (3) like the amateurs they were, they turned on myself when I suggested that they were a bunch of disorganized rabble.

#5           THE SECRET

I am amazed when I discover players who fail to take the fullest possible advantage of the KOC game developers greatest mistake.

From the beginning, Kabam tried to outlaw scripts. A survey on Kabam's very own forum disclosed that 86% of all players were using scripts, and as a result, "RAIDS" were Kabam's answer to the problem.

Now to be fair, this feature lowered the game lag considerably, by lowering the use of auto barb scripts, but  it also had a negative side effect; namely, it so totally reduced the need to farm other players that most attacks stopped overnight, and it was following this , hat we saw our greatest loss of players in the game. This resulted in Kabam trying any way they could to get us all attacking each other again. (That is what the 'GLORY' feature as well as other recent innovations are all about.)

#6           CONCLUSIONS

If you are conducting 24/7 raids the way the game permits, you can never be stopped growing!

If you are asking the rest of the alliance for resources, but are not running the max number of raids minus 1 per city - think again. You are a fool to yourself and a needless drain on others.

So there you have it; some basics in a nutshell, which if you follow, you will start to find the game much more fun than you may have.

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A message about bullies

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Category: Bullies
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I sent a message this week to a chancellor who nicely invited me to join his alliance to avoid being farmed.

Hey there XXXXXXX - thank you.
I think joining y'all would be a great idea, but to tell you the truth, I am having too much fun with XXXXXXXXX  right now.

After I am done with him I would love to come on board. He currently has me on auto farm with 1k wagons per. And he didn't notice for the longest time that he was actually bleeding around 800 wagons per visit. The reports make interesting reading

After he noticed, I sent him this...

To XXXXXXXXX,
Subject; What a Wanker you are...

Let's see now - you are 50 times my size but still don't understand this game enuff to grow without being a bully.
Dickhead!
I came here to allieve the boredom on another domain, but you have actually given me a reason to stay.

You know I am active. You should be aware that I will respond to your attacks. But you actually think you can stop me growing.

Well if it's fun you want, then ok... game on.

Merry Christmas

I was telling him the truth - I only came here to relieve my boredom elsewhere. But XXXXXXX proved himself a fine bully, providing the boredom relief I sought.

Given; (1) the dying domains problem (2) the general insanity of complaining about kabam's perceived faults, while we are the ones who change the game substantively with our own farm-ville type rules ( wilds are sacred, etc- more on this next) (3) and the general insanity with which we enforce those self made rules on others (farming actives) , and last and probably least (4) the one thing that Kabam has very successfully achieved in imbuing all who play this game with some degree of paranoia, generally mild but sometimes severe especially amongst those who make this game their surrogate life (is that a spy? an alt?)

Given the above, I play the game a little differently than most, and base my game-play on the following concepts.

(1) It is impossible to farm anyone out of the game, short of basing them - which, if even remotely possible, isn't nearly as easy as it used to be, given the recent addition of "raids",

(2) The "wilds are sacred " rule is a fiction invented by farm-ville players who refuse to play the game as Kabam designed it. (a) When, in real life, has ANY war been prosecuted where territory was exempt from the spoils of war? - "Oh yes Mr Hitler, of course you may keep Poland and France - just stop now and you can keep 'em." Historically speaking,invaders keep the conquered territory (Euro settlement of the USA), while more recently, invaders occupy the conquered territory (Japan & Germany following WW2.) IT IS A BLOODY WAR GAME. LOL

(b) Wilds are the Achilles heel of the game and we, generally speaking, subscribe to the concept of appeasement in sticking to the "Wilds Are Sacred" rule. (google this phrase "chamberlain appeasement").

(c) All alliance wilds are reinforce-able by all alliance members, but only through the rally point. Most players don't realize this and this ignorance along with the "Wilds are Sacred" rule rob us of exactly that, for which we blame kabam - inactivity in dying domains.

(3) Most alliances subscribe to patently absurd rules designed to support bullies. PLEASE CONSIDER... Would you EVER in real life, teach your children that it is OK to kick your neighbors in the nuts, but that they should stop when nicely asked? Of course not! In real life, that would be considered anti-social behavior and would land you either in prison or the funny farm, but in the game we call it a good rule and "normal behavior". What unmitigated bullshit! ( See Farming is an act of Hostility  ).  

That this lunacy, is simply bullying masquerading as good game-play, is further seen in that most alliances who practice this behavior, stress that you can't farm actives who belong to bigger alliances. You can farm smaller alliances but not bigger ones? LMAO How self serving!

Finally, it never ceases toi amaze me that the same players / alliances which practice bullying, are oh so horrified if a smaller player attacks their wilds, and they then resort to every cowards final weapon - name calling. Have you ever noticed when someone flips wilds they are called by highly emotive names such as "Wild-Stealer's"? Not "flippers" - not "attackers" but "Stealer's". LOL

OK - this rather roundabout and lengthy message is to simply say the following.

Yes I would like to come on board.
But I would like to come after I have played XXXXXXX out,
at which time, you may not want me, due to my reputation.

If you would still like to invite me, I would be honored to accept membership AFTER a bit.

Happy new Year and sincere thanks Sir.

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Cleaning out defences

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Category: Attacking
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Traps
Simply put, the only way to clean out traps these days is to send in the meatshields (militiamen and the likes).
In case your enemy only has Traps but nothing else you may send in Rams with a ratio of 1:10 to take out these and win the battle. This means if your enemy has 100 Traps,

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Cresting Secrets

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Category: Cresting
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You need enough troops to be able to send out 5 attacks without having to go into your barracks and train more or move some from city to city.

Go to the map screen and stay there. You need to choose 5 unowned wilderness of the same type and levels....e.g 5 - level 7 woods, or 5 - level 7 lakes.......as long as they are of the same level and type this is fine.
It will not work if they are different levels or types.

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Council of 6

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Category: Alliances
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The Council of Six is a leadership model that promotes democracy, and has worked well for some.

The Council of Six (1 Chancellor, 6 VC, 7 officers), is designed to allow an alliance to govern itself while still having a leader.

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More City Building

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Category: City Building
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The one thing that every player, no matter what there alliance status may be, has to do is build a city. In most cases we will be building 2 or more cities. It is important to get that second city started as early in the game as possible. I like to look towards the future in this game, and knowing what I will need when my might is above a million helps me layout my cities proplerly from the beginning. Below is how I go about it, it is not the only way and may not even be the absolute best way, it is simply my way.

This is the order I follow:

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Building Might

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Category: City Building
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Might is a combined number of points for troops and buildings. All buildings and troops give a certain amount of Might. Increasing your Might allows you to gain levels and improve your Title.

Your Might is reduced when you lose battles as an attacker due to troop or wall losses. You can replace your lost Might by replacing the units and buildings lost in battle.

To calculate total Might for one building use the following formula:

((2^Building Level) x Base Might) - Base Might

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More Articles...

  1. A Building Guide
  2. Sniper Warfare Strategy
  3. Yet Another Alliance Bible
  4. Another Alliance's Strategy
  5. City Defense
  6. Farming is an act of Hostility
  7. City Defence 101
  8. Bleeding Attacks
  9. City Building 101
  10. A Distance Calculation That Works
  11. Domain Map
  12. Simple troop Building Plan
  13. Troops Req'd to take Wilds and Barbs
  14. Tickling
  15. The 80/20 Rule
  16. Scripts and Tools

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